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2012-11-26
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E X T R A H E L P
This article is just some extra help and info for beginners.
When a SGAC game asks you where you want to go, it sets up exits
zones on screen. As it uses the STOS zone command for this purpose
its important to realise that when you use the mouse to create zone
boxs on any of these kind of options (connections, other zones) that
you must first click on the top left hand corner of the part of the
picture where the zone is to appear, then move the mouse only to the
right and down or down and right and not to the left. If you set the
zone from right to left then the editor program will generate an
error. It must always be from left to right.
Another thing to remember is that each zone option can only allow up
to five zones on each location because of memory limitations.
Playing the included sample game Grannies Garden will give you
helpful tips and ideas of putting your own games together.
The order of creating a SGAC game goes like this.
1. The Creator
This is the program you are presented with at boot up. By the way,
pressing the SPACE bar will allow you to skip the Silly intro.
Following the instructions in the manual, plan your game out on paper
and enter the information into this program. Once the code is
finished then save it as a GAD file onto a blank disk.
2. Pictures
As SGAC is a graphic adventure creating package you need to have as
many pictures as locations. If you don't then the creator will crash.
Draw your pictures using any art package and compress them to MBK
files and put them on the same disk as the GAD file.
3. The TEST program.
The test program is just a compiled version of the editor program,
its used to load your GAD file and location pictures and allow you to
play the game to test it. So if you spot any errors then just load
the GAD file back into the creator to edit it. The file TEST.PRG must
also be copied to your disk.
Its also important to note that TEST program sets the background
colour to colour 15 in the picture palette and sets colour 0 as
the pen colour. These colours are used to show the option window in
the game. Its best to have colour 0 as the colour you want your
text to be and colour 15 as the colour of the option window.
So for the testing.......asuming you have three locations in your
test game then this lot should be on disk.
TEST.PRG
DATA.GAD (or whatever you called the file)
PIC1.MBK
PIC2.MBK
PIC3.MBK
The MBK picture files are what the TEST and EDITOR programs load as
it goes along. So pic1.mbk appears at location one and so on.
3. THE EDITOR PROGRAM
This program loads up your pics and GAD file and allows you to move
around at do things like the test program. This is supplied so you
can add the extra information needed in your game such as H_P events
and your own routines. Following the intructions in the manual you
add the extras and you can then compile this program and put it on a
disk with your MBK pictures and GAD file. You can now load the
compiled game and play it. Do not attempt to change any of the
routines in it....only add the extras where the program has a list of
rem statements.
OTHER ROUTINES
You can actually add sprite animation to your games by doing a gosub
from line 500 in the editor listing. This is used to show the witch
melting in Grannies Garden. You can put your animation info in the
game as such.
9000 if LOCATION=4 then sprite 1,80,100,1 : anim 1,"(1,5)(2,5)(3,5)"L
: anim on : return
There are plenty of ideas you can use. Your imagination is the only
limit. So why not write a classic adventure today.
UPDATE:
Note it is important to remember that when you enter any text
discriptions into the creator that the text appears as it is
typed, in other words the creator does'nt have a text formatting
option in it so type the text as you wish to see it in the game.